/* But only if we have a small colormap. Xaw3d can allocate nice
colors itself. */
{
- XtSetArg (av[ac], XtNbeNiceToColormap,
+ XtSetArg (av[ac], (String) XtNbeNiceToColormap,
DefaultDepthOfScreen (FRAME_X_SCREEN (f)) < 16);
++ac;
}
{
/* This tells Xaw3d to use real colors instead of dithering for
the shadows. */
- XtSetArg (av[ac], XtNbeNiceToColormap, False);
+ XtSetArg (av[ac], (String) XtNbeNiceToColormap, False);
++ac;
/* Specify the colors. */
pixel = f->output_data.x->scroll_bar_top_shadow_pixel;
if (pixel != -1)
{
- XtSetArg (av[ac], XtNtopShadowPixel, pixel);
+ XtSetArg (av[ac], (String) XtNtopShadowPixel, pixel);
++ac;
}
pixel = f->output_data.x->scroll_bar_bottom_shadow_pixel;
if (pixel != -1)
{
- XtSetArg (av[ac], XtNbottomShadowPixel, pixel);
+ XtSetArg (av[ac], (String) XtNbottomShadowPixel, pixel);
++ac;
}
}
/* But only if we have a small colormap. Xaw3d can allocate nice
colors itself. */
{
- XtSetArg (av[ac], XtNbeNiceToColormap,
+ XtSetArg (av[ac], (String) XtNbeNiceToColormap,
DefaultDepthOfScreen (FRAME_X_SCREEN (f)) < 16);
++ac;
}
{
/* This tells Xaw3d to use real colors instead of dithering for
the shadows. */
- XtSetArg (av[ac], XtNbeNiceToColormap, False);
+ XtSetArg (av[ac], (String) XtNbeNiceToColormap, False);
++ac;
/* Specify the colors. */
pixel = f->output_data.x->scroll_bar_top_shadow_pixel;
if (pixel != -1)
{
- XtSetArg (av[ac], XtNtopShadowPixel, pixel);
+ XtSetArg (av[ac], (String) XtNtopShadowPixel, pixel);
++ac;
}
pixel = f->output_data.x->scroll_bar_bottom_shadow_pixel;
if (pixel != -1)
{
- XtSetArg (av[ac], XtNbottomShadowPixel, pixel);
+ XtSetArg (av[ac], (String) XtNbottomShadowPixel, pixel);
++ac;
}
}